forked from shadowfacts/shadowfacts.net
433 lines
11 KiB
Markdown
433 lines
11 KiB
Markdown
```
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metadata.title = "Tools"
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metadata.date = "2016-08-14 15:04:00 -0400"
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metadata.series = "forge-modding-112"
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metadata.seriesName = "Forge Mods for 1.12"
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```
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Let's make some copper tools!
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First we'll need to create a tool material for our new tools to use. We'll use Forge's `EnumHelper` class to add a value to the Minecraft `Item.ToolMaterial` enum.
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```java
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// ...
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public class TutorialMod {
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// ...
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public static final Item.ToolMaterial copperToolMaterial = EnumHelper.addToolMaterial("COPPER", 2, 500, 6, 2, 14);
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// ...
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}
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```
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Each tool is going to be quite similar, so feel free to skip ahead to the one you want.
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- [Sword](#sword)
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- [Pickaxe](#pickaxe)
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- [Axe](#axe)
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- [Shovel](#shovel)
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- [Hoe](#hoe)
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## Sword
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First we'll create an `ItemSword` class in the `item.tool` package inside our mod package. This class will extend the vanilla `ItemSword` class
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In the constructor, we'll:
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- Call the `super` constructor with the tool material
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- Set the unlocalized and registry names
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- Store the name for use in item model registration
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We'll also implement `registerItemModel` and use the stored `name` to register our item model.
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```java
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package net.shadowfacts.tutorial.item.tool;
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import net.minecraft.item.Item;
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import net.shadowfacts.tutorial.TutorialMod;
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public class ItemSword extends net.minecraft.item.ItemSword {
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private String name;
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public ItemSword(ToolMaterial material, String name) {
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super(material);
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setRegistryName(name);
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setUnlocalizedName(name);
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this.name = name;
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}
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public void registerItemModel(Item item) {
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TutorialMod.proxy.registerItemRenderer(this, 0, name);
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}
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}
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```
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Next, we'll add our copper sword to our `ModItems` class.
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```java
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// ...
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public class ModItems {
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// ...
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public static ItemSword copperSword = new ItemSword(TutorialMod.copperToolMaterial, "copper_sword");
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public static void register(IForgeRegistry<Item> registry) {
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registry.registerAll(
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// ...
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copperSword
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);
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}
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public static void registerModels() {
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// ...
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copperSword.registerItemModel();
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}
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}
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```
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We'll also create our JSON item model at `assets/tutorial/models/item/copper_sword.json`. Unlike our other item models, the parent for the model will be `item/handheld` instead of `item/generated`. `item/handheld` provides the transformations used by handheld items, such as tools.
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```json
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{
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"parent": "item/handheld",
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"textures": {
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"layer0": "tutorial:items/copper_sword"
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}
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}
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```
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We'll also need the texture, which you can download [here](https://raw.githubusercontent.com/shadowfacts/TutorialMod/1.12/src/main/resources/assets/tutorial/textures/items/copper_sword.png).
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And lastly, we'll add a localization entry for the sword.
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```properties
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# Items
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# ...
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item.copper_sword.name=Copper Sword
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```
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![Copper Sword](http://i.imgur.com/ye5yMy4.png)
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## Pickaxe
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Let's create an `ItemPickaxe` class in the `item.tool` package of our mod. This class will extend the vanilla `ItemPickaxe`.
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In our `ItemPickaxe` constructor we'll:
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- Call the `super` constructor with the tool material
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- Set the unlocalized name and registry names
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- Store the name for use in the item model registration
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We'll also implement `registerItemModel` and use the stored `name` field to register our item model.
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```java
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package net.shadowfacts.tutorial.item.tool;
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import net.minecraft.item.Item;
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import net.shadowfacts.tutorial.TutorialMod;
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public class ItemPickaxe extends net.minecraft.item.ItemPickaxe {
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private String name;
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public ItemPickaxe(ToolMaterial material, String name) {
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super(material);
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setRegistryName(name);
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setUnlocalizedName(name);
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this.name = name;
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}
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public void registerItemModel(Item item) {
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TutorialMod.proxy.registerItemRenderer(this, 0, name);
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}
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}
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```
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Next, we'll add our copper pickaxe to our `ModItems` class.
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```java
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// ...
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public class ModItems {
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// ...
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public static ItemPickaxe copperPickaxe = new ItemPickaxe(TutorialMod.copperToolMaterial, "copper_pickaxe");
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public static void register(IForgeRegistry<Item> registry) {
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registry.registerAll(
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// ...
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copperPickaxe
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);
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}
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public static void registerModels() {
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// ...
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copperPickaxe.registerItemModel();
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}
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}
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```
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We'll create a JSON model for our item at `assets/tutorial/models/item/copper_pickaxe.json`. This model will have a parent of `item/handheld` instead of `item/generated` so it inherits the transformations for handheld models.
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```json
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{
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"parent": "item/handheld",
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"textures": {
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"layer0": "tutorial:items/copper_pickaxe"
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}
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}
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```
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You can download the texture for the copper pickaxe [here](https://raw.githubusercontent.com/shadowfacts/TutorialMod/1.12/src/main/resources/assets/tutorial/textures/items/copper_pickaxe.png).
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Lastly, we'll need a localization entry for the pick.
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```properties
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# Items
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# ...
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item.copper_pickaxe.name=Copper Pickaxe
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```
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![Copper Pickaxe](http://i.imgur.com/FsbvVur.png)
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## Axe
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First off, we'll need an `ItemAxe` class that extends the vanilla `ItemAxe` class.
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If you look at the vanilla `ItemAxe` class, you'll notice that it has two constructors. One of them takes only a `ToolMaterial` whereas the other takes a `ToolMaterial` and two `float`s. Only vanilla `ToolMaterial`s will work with the `ToolMaterial` only constructor, any modded materials will cause an `ArrayIndexOutOfBoundsException` because of the hardcoded values in the `float` arrays in the `ItemAxe` class. Forge provides the secondary constructor that accepts the two `float`s as well, allowing modders to add axes with their own tool materials.
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In the `ItemPickaxe` constructor, we will:
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- Call the `super` constructor with the tool material and the damage and attack speeds used by the vanilla iron axe.
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- Set the unlocalized and registry names
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- Store the name for use in the item model registration
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Additionally, we'll implement `registerItemModel` and use the stored `name` to register our model.
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```java
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package net.shadowfacts.tutorial.item.tool;
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import net.minecraft.item.Item;
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import net.shadowfacts.tutorial.TutorialMod;
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public class ItemAxe extends net.minecraft.item.ItemAxe {
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private String name;
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public ItemAxe(ToolMaterial material, String name) {
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super(material, 8f, -3.1f);
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setRegistryName(name);
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setUnlocalizedName(name);
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this.name = name;
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}
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public void registerItemModel(Item item) {
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TutorialMod.proxy.registerItemRenderer(this, 0, name);
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}
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}
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```
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Next, we'll add our copper axe to our `ModItems` class.
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```java
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// ...
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public class ModItems {
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// ...
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public static ItemAxe copperAxe = new ItemAxe(TutorialMod.copperToolMaterial, "copper_axe");
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public static void register(IForgeRegistry<Item> registry) {
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registry.registerAll(
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// ...
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copperAxe
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);
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}
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public static void registerModels() {
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// ...
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copperAxe.registerItemModel();
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}
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}
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```
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Additionally, we'll need a JSON item model. We'll create it at `assets/tutorials/models/item/copper_axe.json`.
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Our model will have a parent of `item/handheld` instead of `item/generated` so it has the same transformations used by other hand-held items.
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```json
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{
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"parent": "item/handheld",
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"textures": {
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"layer0": "tutorial:items/copper_axe"
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}
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}
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```
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You can download the texture for the copper axe [here](https://raw.githubusercontent.com/shadowfacts/TutorialMod/1.12/src/main/resources/assets/tutorial/textures/items/copper_axe.png).
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Lastly, we'll need a localization entry for our axe.
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```properties
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# Items
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# ...
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item.copper_axe.name=Copper Axe
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```
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![Copper Axe](http://i.imgur.com/5E3vjTo.png)
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## Shovel
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Firstly we'll create an `ItemShovel` class that extends the vanilla `ItemSpade` class.
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In the `ItemShovel` constructor, we'll:
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- Call the `super` constructor with the tool material used
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- Set the unlocalized and registry names
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- Store the name to be used for item model registration
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We'll also need to implement `registerItemModel` and register a item model for our shovel.
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```java
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package net.shadowfacts.tutorial.item.tool;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemSpade;
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import net.shadowfacts.tutorial.TutorialMod;
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public class ItemShovel extends ItemSpade {
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private String name;
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public ItemShovel(ToolMaterial material, String name) {
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super(material);
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setRegistryName(name);
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setUnlocalizedName(name);
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this.name = name;
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}
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public void registerItemModel(Item item) {
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TutorialMod.proxy.registerItemRenderer(this, 0, name);
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}
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}
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```
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Next, we'll add our copper shovel to our `ModItems` class.
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```java
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// ...
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public class ModItems {
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// ...
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public static ItemShovel copperShovel = new ItemShovel(TutorialMod.copperToolMaterial, "copper_shovel");
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public static void register(IForgeRegistry<Item> registry) {
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registry.registerAll(
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// ...
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copperShovel
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);
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}
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public static void registerModels() {
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// ...
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copperShovel.registerItemModel();
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}
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}
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```
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Next, we'll create a JSON item model for our shovel at `assets/tutorial/models/item/copper_shovel.json`. This model will have a parent of `item/handheld`, unlike our previous item models, so it inherits the transformations used by handheld items.
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```json
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{
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"parent": "item/handheld",
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"textures": {
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"layer0": "tutorial:items/copper_shovel"
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}
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}
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```
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You can download the texture for our shovel [here](https://raw.githubusercontent.com/shadowfacts/TutorialMod/1.12/src/main/resources/assets/tutorial/textures/items/copper_shovel.png).
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We'll also need a localization entry for our shovel.
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```properties
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# Items
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# ...
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item.copper_shovel.name=Copper Shovel
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```
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![Copper Shovel](http://i.imgur.com/l1VMi6L.png)
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## Hoe
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Let's create an `ItemHoe` class that extends the vanilla `ItemHoe` class.
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In the `ItemHoe` constructor, we'll:
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- Call the `super` constructor with the tool material
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- Set the unlocalized and registry names
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- Store the item name to be used for item model registration
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We'll also need to implement `registerItemModel` and register an item model for our hoe.
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```java
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package net.shadowfacts.tutorial.item.tool;
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import net.minecraft.item.Item;
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import net.shadowfacts.tutorial.TutorialMod;
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public class ItemHoe extends net.minecraft.item.ItemHoe {
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private String name;
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public ItemHoe(ToolMaterial material, String name) {
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super(material);
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setRegistryName(name);
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setUnlocalizedName(name);
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this.name = name;
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}
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public void registerItemModel(Item item) {
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TutorialMod.proxy.registerItemRenderer(this, 0, name);
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}
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}
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```
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Next, we'll add our hoe to our `ModItems` class.
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```java
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// ...
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public class ModItems {
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// ...
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public static ItemSword copperHoe = new ItemSword(TutorialMod.copperToolMaterial, "copper_hoe");
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public static void register(IForgeRegistry<Item> registry) {
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registry.registerAll(
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// ...
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copperHoe
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);
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}
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// ...
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}
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```
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Next, we'll create a JSON item model for our hoe at `assets/tutorial/models/item/copper_hoe.json`. This model will have a parent of `item/handheld` instead of `item/generated` so it inherits the transformations used by vanilla handheld items.
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```json
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{
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"parent": "item/handheld",
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"textures": {
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"layer0": "tutorial:items/copper_hoe"
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}
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}
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```
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You can download the copper hoe texture [here](https://raw.githubusercontent.com/shadowfacts/TutorialMod/1.12/src/main/resources/assets/tutorial/textures/items/copper_hoe.png).
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Lastly, we'll need a localization entry for our hoe.
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```properties
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# Items
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# ...
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item.copper_hoe.name=Copper Hoe
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```
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![Copper Hoe](http://i.imgur.com/8PZ3MdD.png)
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